10650568

In-Flight Adaptive Foveated Rendering

PublishedMay 12, 2020
Assigneenot available in USPTO data we have
Technical Abstract

Patent Claims
30 claims

Legal claims defining the scope of protection. Each claim is shown in both the original legal language and a plain English translation.

Claim 1

Original Legal Text

1. A method comprising: receiving, by a processing unit, information indicative of a fovea region; and rendering, by the processing unit, a frame using bin-based rendering, wherein rendering the frame using bin-based rendering comprises: dividing the frame into a plurality of bins; identifying, based on the information indicative of the fovea region, one or more bins of the plurality of bins as high priority bins; identifying, based on the information indicative of the fovea region, one or more bins of the plurality of bins as low priority bins; rendering the one or more high priority bins before rendering the one or more low priority bins; prior to rendering a low priority bin of the one or more low priority bins, determining a rendering time allotment for the frame; determining that the rendering time allotment for the frame will be exceeded based on an amount of time needed to render the one or more high priority bins and the one or more low priority bins; skipping rendering of at least one of the one or more low priority bins based on the determination that the rendering time allotment for the frame will be exceeded; and displaying one or more previously rendered bins from a previously rendered frame in place of the skipped at least one of the one or more low priority bins.

Plain English Translation

This invention relates to a method for optimizing frame rendering in graphics processing, particularly for applications requiring real-time display such as virtual reality (VR) or augmented reality (AR). The method addresses the problem of maintaining high visual quality in the foveal region (the central focus of vision) while efficiently managing computational resources to avoid rendering delays. The method involves receiving information about the fovea region, which indicates where the user's gaze is focused. A frame is divided into multiple bins, with some bins classified as high priority (near the fovea) and others as low priority (peripheral regions). High-priority bins are rendered first to ensure sharp, detailed visuals where the user is looking. If rendering all bins would exceed the available time for the frame, low-priority bins are skipped, and previously rendered bins from the last frame are reused in their place. This approach prioritizes visual fidelity in the foveal region while dynamically adjusting rendering workload to meet performance constraints, improving efficiency without sacrificing perceived quality.

Claim 2

Original Legal Text

2. The method of claim 1 , wherein rendering the one or more low priority bins comprises: rendering at least one of the one or more low priority bins at a first quality lower than a second quality at which the one or more high priority bins were rendered.

Plain English Translation

This invention relates to a method for rendering graphical data with prioritized quality levels to optimize performance in computing systems. The method addresses the problem of resource-intensive rendering processes that can degrade system performance, particularly in applications requiring real-time rendering such as gaming, virtual reality, or augmented reality. The method involves categorizing graphical data into high-priority and low-priority bins based on their importance or visibility in a rendered scene. High-priority bins, which may include critical visual elements or frequently updated regions, are rendered at a higher quality level to ensure visual fidelity. Low-priority bins, which may include less critical or less visible elements, are rendered at a lower quality level to reduce computational load. The rendering quality for low-priority bins is dynamically adjusted to be lower than that of high-priority bins, allowing the system to allocate more resources to high-priority elements while maintaining acceptable overall performance. The method may also include techniques for dynamically adjusting the quality levels based on system performance metrics, such as frame rate or processing load, to ensure smooth rendering without significant degradation in visual quality. This approach enables efficient resource management, improving rendering efficiency and system responsiveness in demanding graphical applications.

Claim 3

Original Legal Text

3. The method of claim 1 , further comprising: rendering, by the processing unit based on the determination that the rendering time allotment for the frame will be exceeded, the low priority bin at a first quality instead of a second quality, wherein the first quality is lower than the second quality.

Plain English Translation

This invention relates to real-time rendering systems, particularly for optimizing frame rendering in scenarios where processing time is constrained. The problem addressed is the potential degradation of visual quality when rendering complex scenes under tight time constraints, such as in video games or real-time graphics applications. The solution involves dynamically adjusting the rendering quality of low-priority visual elements to ensure that critical frames are completed within their allotted time. The method includes determining whether the available rendering time for a frame will be exceeded. If so, low-priority visual elements, stored in a designated "low priority bin," are rendered at a reduced quality level instead of their default higher quality. This adjustment prevents frame drops or stuttering by prioritizing timely completion over visual fidelity for non-critical elements. The system dynamically switches between two quality settings—first quality (lower) and second quality (higher)—based on real-time performance metrics. This approach ensures smooth rendering while maintaining acceptable visual quality for essential elements. The technique is particularly useful in applications where real-time performance is critical, such as gaming, virtual reality, or interactive simulations.

Claim 4

Original Legal Text

4. The method of claim 3 , wherein rendering the low priority bin at the first quality comprises dynamically adjusting foveation parameters to ensure that the frame is rendered to meet the rendering time allotment.

Plain English Translation

The invention relates to real-time rendering techniques for virtual reality (VR) or augmented reality (AR) systems, specifically addressing the challenge of maintaining smooth frame rates while optimizing computational resources. In VR/AR applications, rendering high-resolution frames at consistent frame rates is critical for user experience, but processing demands can exceed hardware capabilities. The invention improves efficiency by prioritizing rendering quality based on user gaze or attention, dividing the rendered scene into multiple bins with different priority levels. Low-priority bins, which are less likely to be noticed by the user, are rendered at reduced quality to save processing time. The method dynamically adjusts foveation parameters—such as resolution, shading complexity, or texture detail—in these low-priority regions to ensure the entire frame is rendered within the required time allotment. This adaptive approach balances visual fidelity and performance, allowing the system to maintain real-time rendering without sacrificing perceived quality. The technique is particularly useful in head-mounted displays (HMDs) where computational resources are limited, and frame rate consistency is essential for immersion.

Claim 5

Original Legal Text

5. The method of claim 3 , wherein determining the rendering time allotment for the frame further comprises comparing a time allotment for each of the one or more low priority bins with a trigger timestamp, such that a determination that the time allotment for one of the one or more low priority bins exceeds the trigger timestamp results in an immediately following low priority bin to be rendered at the first quality.

Plain English Translation

This invention relates to optimizing rendering performance in a graphics processing system, particularly for managing frame rendering time allotments to balance quality and efficiency. The problem addressed is ensuring timely frame rendering while dynamically adjusting rendering quality based on priority levels to prevent delays or dropped frames. The method involves categorizing rendering tasks into priority bins, including low priority bins, and assigning time allotments for each bin. A key aspect is comparing each low priority bin's time allotment against a predefined trigger timestamp. If a low priority bin's allotted time exceeds this timestamp, the next low priority bin in sequence is rendered at a higher quality level, referred to as the "first quality." This adjustment helps maintain rendering efficiency while dynamically improving quality when processing time allows. The system monitors rendering progress and dynamically adjusts quality to prevent frame delays, ensuring smooth performance in real-time applications like gaming or video rendering. The approach prioritizes critical rendering tasks while adaptively enhancing lower-priority tasks when resources are available.

Claim 6

Original Legal Text

6. The method of claim 1 , wherein the one or more low priority bins comprise a plurality of low priority bins, the method further comprising: determining whether the rendering time allotment for the frame will be exceeded between each of the plurality of low priority bins.

Plain English Translation

This invention relates to a method for optimizing rendering performance in a graphics processing system, particularly for managing low-priority rendering tasks to prevent exceeding frame time budgets. The problem addressed is the inefficient handling of low-priority rendering tasks, which can lead to frame drops or stuttering if their processing time is not properly controlled. The method involves categorizing rendering tasks into one or more low-priority bins, where each bin represents a group of tasks with similar priority levels. The system monitors the cumulative rendering time consumed by these low-priority bins during frame processing. Between each bin, the system checks whether the total rendering time for the frame will exceed the allocated time budget. If the budget is at risk of being exceeded, the system may skip or defer processing of the remaining low-priority bins to ensure timely frame completion. This selective processing helps maintain smooth rendering performance by preventing low-priority tasks from consuming excessive time at the expense of higher-priority tasks. The method ensures that rendering resources are allocated efficiently, prioritizing critical tasks while dynamically adjusting the handling of lower-priority work to avoid performance degradation. This approach is particularly useful in real-time graphics applications, such as video games or virtual reality, where maintaining consistent frame rates is essential.

Claim 7

Original Legal Text

7. The method of claim 1 , further comprising: displaying a previously rendered frame in the place of the frame based on the determination that the rendering time allotment for the frame will be exceeded.

Plain English Translation

This invention relates to real-time rendering systems, particularly for applications where rendering delays must be minimized, such as video games or virtual reality. The problem addressed is the visual disruption caused when a frame fails to render within its allocated time, leading to dropped frames or stuttering. The solution involves dynamically substituting a previously rendered frame when the current frame cannot be completed in time, ensuring smoother visual output. The method includes monitoring the rendering progress of each frame and comparing it against a predefined time allotment. If the rendering process is determined to exceed this allotment, the system replaces the incomplete frame with a previously rendered frame, such as the last successfully completed frame or a frame from a buffer. This substitution prevents visible gaps or delays in the display, maintaining a consistent frame rate. The system may also adjust rendering parameters, such as resolution or detail level, to reduce future rendering times and avoid repeated substitutions. The approach ensures real-time performance without sacrificing visual quality when possible, while gracefully handling rendering delays to avoid disruptions.

Claim 8

Original Legal Text

8. The method of claim 1 , wherein the one or more previously rendered bins are low priority bins.

Plain English Translation

A system and method for managing data storage in a distributed computing environment addresses the challenge of efficiently organizing and retrieving data across multiple storage nodes. The invention involves categorizing data into bins based on priority levels, where low-priority bins are those that have already been processed or rendered. These low-priority bins are stored separately from high-priority bins to optimize storage access and retrieval times. The method includes dynamically adjusting bin priorities based on usage patterns, ensuring that frequently accessed data remains in high-priority storage while less frequently accessed data is moved to low-priority storage. This prioritization reduces latency for critical operations and improves overall system performance. The system may also include mechanisms for compressing or archiving low-priority bins to further conserve storage resources. By distinguishing between high and low-priority bins, the invention enhances data management efficiency in distributed systems, particularly in applications requiring real-time processing or large-scale data handling.

Claim 9

Original Legal Text

9. The method of claim 1 , wherein determining the rendering time allotment for the frame is based on a quantity of primitives in a current bin being rendered, rendering time of a previous bin, or a pre-determined estimation.

Plain English Translation

A method for optimizing rendering performance in computer graphics involves dynamically adjusting the rendering time allotment for each frame based on real-time processing conditions. The technique addresses inefficiencies in traditional rendering pipelines where fixed time allocations may lead to underutilization or overutilization of processing resources, causing performance bottlenecks or wasted computational power. The method determines the rendering time allotment for a frame by analyzing the quantity of primitives (e.g., polygons, vertices) in the current bin being rendered, the rendering time of the previous bin, or a pre-determined estimation. By dynamically adjusting the time allotment, the system ensures efficient resource allocation, reducing latency and improving frame consistency. This approach is particularly useful in real-time rendering applications such as video games, virtual reality, and augmented reality, where maintaining smooth and responsive visual output is critical. The method may also incorporate feedback from prior rendering operations to refine future time allocations, enhancing overall system adaptability. The technique can be integrated into graphics processing units (GPUs) or other rendering pipelines to optimize performance without requiring significant hardware modifications.

Claim 10

Original Legal Text

10. The method of claim 1 , wherein identifying one or more bins of the plurality of bins as high priority bins comprises determining that a first bin of the plurality of bins overlaps with the fovea region, and wherein identifying one or more bins of the plurality of bins as low priority bins comprises determining that a second bin of the plurality of bins does not overlap with the fovea region.

Plain English Translation

This invention relates to image processing, specifically prioritizing regions of an image for further analysis or compression based on their relevance to human visual perception. The method involves dividing an image into multiple bins and classifying them as high or low priority based on their overlap with the fovea region, which is the central area of the human retina responsible for sharp vision. A bin that overlaps with the fovea region is identified as high priority, meaning it contains visually critical information that should be preserved with higher fidelity. Conversely, a bin that does not overlap with the fovea region is classified as low priority, indicating it contains less critical information that may be processed with lower fidelity or compressed more aggressively. This approach optimizes computational resources by focusing processing power on the most visually significant regions of an image, improving efficiency in applications such as real-time video streaming, medical imaging, or augmented reality. The method ensures that the most perceptually important details are retained while reducing the processing load for less critical areas.

Claim 11

Original Legal Text

11. The method of claim 1 , wherein identifying one or more bins of the plurality of bins as low priority bins includes determining which of the one or more bins of the plurality of bins can have a sacrificed quality.

Plain English Translation

This invention relates to data processing systems that prioritize data storage and retrieval based on quality requirements. The problem addressed is efficiently managing storage resources by identifying and deprioritizing data that can tolerate lower quality, allowing higher-priority data to receive more resources. The method involves analyzing a plurality of data bins to determine which can be classified as low priority. A bin is identified as low priority if its data can tolerate reduced quality without significant impact. This determination may involve assessing factors such as data type, usage frequency, or user-defined thresholds. Once identified, these low-priority bins are processed with relaxed quality standards, conserving system resources for higher-priority data. The method may also include dynamically adjusting bin priorities based on real-time system conditions or user input. The invention is particularly useful in systems where storage or processing capacity is limited, such as cloud storage, distributed databases, or real-time data streaming applications. By intelligently sacrificing quality for non-critical data, the system ensures optimal performance for high-priority tasks while maintaining overall efficiency. The approach may also include feedback mechanisms to reassess bin priorities as conditions change.

Claim 12

Original Legal Text

12. The method of claim 1 , wherein the bin-based rendering comprises one or more rendering passes to render the frame.

Plain English Translation

A method for optimizing graphics rendering in computer graphics systems addresses the challenge of efficiently processing complex scenes with numerous objects. The method involves organizing objects into spatial bins based on their positions in a scene, which allows for more efficient rendering by grouping objects that are close together in space. This bin-based approach reduces the computational overhead associated with rendering large numbers of objects individually. The rendering process includes multiple rendering passes, where each pass processes a subset of the objects in the bins. This multi-pass approach ensures that the rendering workload is distributed evenly, preventing bottlenecks and improving overall rendering performance. The method can be applied to various graphics applications, including real-time rendering in video games, virtual reality, and augmented reality systems, where efficient rendering is critical for smooth and immersive user experiences. By leveraging spatial binning and multi-pass rendering, the method enhances rendering efficiency and reduces the computational resources required, making it particularly useful in resource-constrained environments.

Claim 13

Original Legal Text

13. An apparatus, comprising: a memory; and at least one processing unit coupled to the memory and configured to: receive information indicative of a fovea region; and render a frame using bin-based rendering, wherein to render the frame using bin-based rendering the at least one processing unit is configured to: divide the frame into a plurality of bins; identify, based on the information indicative of the fovea region, one or more bins of the plurality of bins as high priority bins; identify, based on the information indicative of the fovea region, one or more bins of the plurality of bins as low priority bins; and render the one or more high priority bins before rendering the one or more low priority bins; prior to rendering a low priority bin of the one or more low priority bins, determine a rendering time allotment for the frame; determine that the rendering time allotment for the frame will be exceeded based on an amount of time needed to render the one or more high priority bins and the one or more low priority bins; skip rendering of at least one of the one or more low priority bins based on the determination that the rendering time allotment for the frame will be exceeded; and display one or more previously rendered bins from a previously rendered frame in place of the skipped at least one of the one or more low priority bins.

Plain English Translation

The apparatus is designed for efficient rendering in display systems, particularly for applications where rendering time is constrained, such as virtual reality (VR) or augmented reality (AR). The problem addressed is the computational overhead of rendering high-resolution frames in real-time, which can lead to latency or dropped frames if the rendering process exceeds available time. The solution involves prioritizing rendering based on foveated rendering techniques, where only the region of the display corresponding to the user's fovea (the central part of the retina with the highest visual acuity) is rendered at full quality, while peripheral regions are rendered at lower quality or skipped entirely. The apparatus includes a memory and at least one processing unit that receives information indicating the location of the fovea region. The processing unit divides the frame into multiple bins and classifies them as high-priority (within the fovea region) or low-priority (outside the fovea region). High-priority bins are rendered first. If the rendering time allotment for the frame is exceeded, low-priority bins are skipped, and previously rendered bins from a prior frame are displayed in their place. This ensures that the most visually critical regions are always rendered while maintaining real-time performance. The system dynamically adjusts rendering based on available time, optimizing performance without sacrificing perceived quality.

Claim 14

Original Legal Text

14. The apparatus of claim 13 , wherein to render the one or more low priority bins, the at least one processing unit is configured to: render at least one of the one or more low priority bins at a first quality lower than a second quality at which the one or more high priority bins were rendered.

Plain English Translation

This invention relates to a data processing apparatus for rendering graphical elements with prioritized quality levels. The apparatus includes at least one processing unit configured to render graphical elements stored in bins, where the bins are categorized into high priority and low priority groups. The apparatus processes high priority bins at a higher rendering quality compared to low priority bins. Specifically, when rendering low priority bins, the processing unit reduces the rendering quality to a first quality level, which is lower than the second quality level used for high priority bins. This prioritization allows the system to allocate more computational resources to high-priority elements while maintaining acceptable visual fidelity for less critical elements, improving overall rendering efficiency. The apparatus may also include memory for storing the bins and a display for outputting the rendered graphical elements. The invention is particularly useful in applications where real-time rendering performance is critical, such as gaming, virtual reality, or augmented reality systems, where balancing visual quality and processing speed is essential. By dynamically adjusting rendering quality based on priority, the apparatus ensures that high-priority elements are rendered with superior detail while low-priority elements are rendered with reduced quality to optimize performance.

Claim 15

Original Legal Text

15. The apparatus of claim 13 , wherein the at least one processing unit is further configured to: render, based on the determination that the render time allotment for the frame will be exceeded, the low priority bin at a first quality instead of a second quality, wherein the first quality is lower than the second quality.

Plain English Translation

This invention relates to real-time rendering systems for graphics processing, particularly in scenarios where rendering time constraints must be managed to avoid frame drops or delays. The problem addressed is the need to dynamically adjust rendering quality when the available time allotment for a frame is insufficient to complete all rendering tasks at the desired quality level. Traditional systems either drop frames or render at a fixed quality, which can lead to inconsistent performance or visual degradation. The apparatus includes at least one processing unit configured to monitor the render time allotment for a frame and determine whether it will be exceeded. If the render time allotment is at risk of being exceeded, the processing unit renders a low priority bin of rendering tasks at a reduced quality level (first quality) instead of a higher quality level (second quality). The low priority bin typically contains less critical rendering tasks, such as secondary effects, post-processing, or non-essential visual enhancements. By dynamically reducing the quality of these tasks, the system ensures that the frame is completed within the allotted time, maintaining smooth performance without dropping frames. The adjustment is made in real-time, allowing the system to adapt to varying computational loads and maintain optimal rendering efficiency. This approach prioritizes critical rendering tasks while gracefully degrading less important ones to meet performance constraints.

Claim 16

Original Legal Text

16. The apparatus of claim 15 , wherein to render the low priority bin at the first quality, the at least one processing unit is configured to dynamically adjust foveation parameters to ensure that the frame is rendered to meet the rendering time allotment.

Plain English Translation

This invention relates to a graphics rendering apparatus designed to optimize rendering performance by dynamically adjusting foveation parameters for low-priority image regions. The apparatus addresses the problem of maintaining real-time rendering efficiency while balancing visual quality across different parts of a frame, particularly in applications like virtual reality (VR) or augmented reality (AR) where rendering resources are constrained. The apparatus includes at least one processing unit configured to render a frame with multiple priority bins, where each bin corresponds to a region of the frame with a different visual importance. The low-priority bin is rendered at a reduced quality to save computational resources, while higher-priority regions retain higher fidelity. To ensure the frame meets a specified rendering time allotment, the processing unit dynamically adjusts foveation parameters—such as resolution, shading rate, or texture filtering—based on real-time performance metrics. This adaptive approach prevents frame drops or stuttering while maintaining acceptable visual quality in critical areas. The apparatus may also include a memory storing the frame data and a display interface for outputting the rendered frame. The dynamic adjustment of foveation parameters ensures that the rendering process remains efficient without sacrificing user experience, particularly in scenarios where rendering time is limited. This technique is useful in high-performance graphics applications where real-time rendering is essential.

Claim 17

Original Legal Text

17. The apparatus of claim 15 , wherein the one or more previously rendered bins are low priority bins.

Plain English Translation

The invention relates to a system for managing data storage bins in a computing environment, particularly focusing on prioritizing bin processing to optimize resource utilization. The problem addressed is inefficient handling of data bins, leading to suboptimal performance and resource waste. The apparatus includes a processor and memory storing instructions for managing bins, where the processor is configured to render one or more previously rendered bins as low priority. These low-priority bins are processed after higher-priority bins to ensure critical data is handled first, improving system efficiency. The apparatus may also include a display for visualizing bin status and a user interface for adjusting bin priorities. The system dynamically assigns priorities based on factors like bin age, size, or content importance, ensuring optimal resource allocation. By distinguishing between high and low-priority bins, the apparatus prevents resource bottlenecks and enhances overall system performance. The invention is particularly useful in environments where data processing demands fluctuate, such as cloud storage or distributed computing systems.

Claim 18

Original Legal Text

18. The apparatus of claim 15 , wherein to determine the render time allotment for the frame, the at least one processing unit is configured to compare a time allotment for each of the one or more low priority bins with a trigger timestamp, such that a determination that the time allotment for one of the one or more low priority bins exceeds the trigger timestamp results in an immediately following low priority bin to be rendered at the first quality.

Plain English Translation

This invention relates to a graphics rendering system that optimizes frame rendering by dynamically adjusting rendering quality based on time constraints. The system addresses the problem of maintaining smooth frame rates in real-time rendering applications, such as video games or virtual reality, where rendering tasks must be completed within strict time limits to avoid visual artifacts like stuttering or frame drops. The apparatus includes at least one processing unit that manages rendering tasks organized into priority bins, including high and low priority bins. Each low priority bin is assigned a time allotment for rendering. The processing unit compares the time allotment for each low priority bin against a trigger timestamp, which represents a critical time threshold. If the time allotment for a low priority bin exceeds this threshold, the system immediately renders the next low priority bin at a reduced quality level to ensure the frame is completed on time. This adaptive approach prevents rendering delays by prioritizing timely completion over visual fidelity for less critical tasks. The system may also include a memory unit to store rendering data and a display interface to output the rendered frames. The invention ensures efficient resource utilization while maintaining acceptable visual quality under varying computational loads.

Claim 19

Original Legal Text

19. The apparatus of claim 13 , wherein the one or more low priority bins comprise a plurality of low priority bins, and wherein the at least one processing unit is further configured to: determine whether the rendering time allotment for the frame will be exceeded between each of the plurality of low priority bins.

Plain English Translation

This invention relates to a system for managing rendering tasks in a graphics processing pipeline, particularly for optimizing performance in real-time rendering applications. The problem addressed is the inefficient allocation of processing resources when rendering frames, leading to missed deadlines and degraded visual quality. The apparatus includes a processing unit that categorizes rendering tasks into different priority bins based on their importance to the final image. These bins include at least one high-priority bin and one or more low-priority bins. The processing unit dynamically allocates processing time to these bins to ensure that critical rendering tasks are completed within a specified frame time allotment. The invention further specifies that the low-priority bins are plural, meaning multiple bins are used to further refine task prioritization. The processing unit monitors the rendering progress between each of these low-priority bins to determine whether the total rendering time will exceed the frame deadline. If an overrun is detected, the system can adjust processing allocation or skip lower-priority tasks to meet the deadline. This ensures that high-priority tasks are always completed, while lower-priority tasks are adaptively managed to maintain real-time performance. The system is particularly useful in applications like gaming, virtual reality, and real-time graphics rendering where frame consistency and performance are critical.

Claim 20

Original Legal Text

20. The apparatus of claim 13 , wherein the at least one processing unit is further configured to: display a previously rendered frame in the place of the frame based on the determination that the rendering time allotment for the frame will be exceeded.

Plain English Translation

This invention relates to real-time rendering systems, particularly for graphics processing in applications where maintaining a consistent frame rate is critical, such as gaming, virtual reality, or simulation environments. The problem addressed is the occurrence of frame drops or stuttering when rendering a frame exceeds its allocated time, leading to visual artifacts and degraded user experience. The apparatus includes at least one processing unit configured to render frames for display. If the processing unit determines that rendering a current frame will exceed its allotted time, it substitutes the current frame with a previously rendered frame. This ensures that the display output remains synchronized with the target frame rate, preventing visual disruptions. The apparatus may also include additional features such as tracking rendering time, adjusting rendering parameters dynamically, or prioritizing certain rendering tasks to optimize performance. The solution is particularly useful in scenarios where real-time performance is prioritized over perfect visual fidelity, allowing systems to maintain smooth operation even under heavy computational loads. By replacing a delayed frame with a previously rendered one, the apparatus avoids the need to skip frames or introduce delays, which can cause more noticeable visual inconsistencies. The invention may be implemented in graphics processing units (GPUs), game engines, or other real-time rendering systems.

Claim 21

Original Legal Text

21. The apparatus of claim 13 , wherein the determination of the render time allotment for the frame is based on a quantity of primitives in a current bin being rendered, render time of a previous bin, or a pre-determined estimation.

Plain English Translation

This invention relates to graphics rendering systems, specifically optimizing frame rendering time in real-time graphics processing. The problem addressed is efficiently allocating render time per frame to maintain smooth performance, especially in scenarios with varying computational loads. The apparatus includes a graphics processing unit (GPU) configured to render frames by dividing them into bins, where each bin contains a subset of primitives (e.g., triangles, polygons) to be rendered. The system dynamically determines a render time allotment for a current frame based on one or more factors: the quantity of primitives in the current bin being rendered, the render time of a previously processed bin, or a pre-determined estimation. This allows adaptive adjustment of rendering resources to balance performance and quality. The apparatus may also include a memory storing the primitives and a controller managing the binning process. The render time allotment can be adjusted in real-time to prevent frame drops or stuttering, particularly in complex scenes with high primitive counts. The system may further use historical render time data from previous bins to refine future time allocations, improving efficiency over time. The invention ensures consistent frame rates by dynamically responding to workload variations, enhancing user experience in applications like gaming, virtual reality, or real-time simulations.

Claim 22

Original Legal Text

22. The apparatus of claim 13 , wherein to identify one or more bins of the plurality of bins as high priority bins, the processing unit is configured to determine that a first bin of the plurality of bins overlaps with the fovea region, and wherein to identify one or more bins of the plurality of bins as low priority bins, the processing unit is configured to determine that a second bin of the plurality of bins does not overlap with the fovea region.

Plain English Translation

This invention relates to a system for prioritizing data processing in a visual field analysis, particularly for applications like augmented reality or computer vision. The problem addressed is efficiently allocating computational resources by distinguishing between high-priority and low-priority regions of an image or scene, based on their relevance to a user's focus. The system divides the visual field into multiple bins, each representing a segment of the scene. A processing unit analyzes these bins to classify them as high or low priority. A bin is identified as high priority if it overlaps with the fovea region—the central area of the visual field where the user's gaze is directed. Conversely, a bin is classified as low priority if it does not overlap with the fovea region. This prioritization allows the system to allocate more processing resources to high-priority bins, improving efficiency by focusing computational effort on the most relevant parts of the scene. The system may also include additional components, such as a sensor to detect the user's gaze direction and a display to render the processed visual data. The prioritization process can be dynamic, adjusting in real-time as the user's focus shifts. This approach optimizes performance by reducing unnecessary processing of peripheral or low-relevance regions while ensuring detailed analysis of the fovea-adjacent areas.

Claim 23

Original Legal Text

23. The apparatus of claim 13 , wherein to identify one or more bins of the plurality of bins as low priority bins, the at least one processing unit is configured to determine which of the one or more bins of the plurality of bins can have a sacrificed quality.

Plain English Translation

This invention relates to data processing systems that manage multiple bins of data, where each bin may have different priority levels. The problem addressed is efficiently identifying low-priority bins that can tolerate reduced quality, allowing system resources to be allocated more effectively. The apparatus includes at least one processing unit that evaluates the plurality of bins to determine which can have their quality sacrificed without significant impact. This is done by analyzing the bins to identify those with lower priority, enabling the system to prioritize higher-quality processing for more critical data while reducing computational overhead for less important bins. The processing unit may use predefined criteria or dynamic assessment to classify bins as low priority, ensuring optimal resource utilization. This approach is particularly useful in systems where data quality trade-offs are acceptable for certain bins, such as in real-time analytics or large-scale data storage, where balancing performance and resource consumption is critical. The invention improves efficiency by dynamically adjusting processing priorities based on bin importance, reducing unnecessary computational effort on low-priority data.

Claim 24

Original Legal Text

24. The apparatus of claim 13 , wherein the bin-based rendering comprises one or more rendering passes to render the frame.

Plain English Translation

A system for rendering graphical frames using a bin-based approach improves rendering efficiency by dividing the frame into discrete bins and processing each bin in one or more rendering passes. The system addresses the problem of inefficient rendering in traditional methods, which often require redundant computations or lack optimization for complex scenes. The bin-based rendering technique organizes geometric data into spatial bins, allowing for localized processing and reducing memory bandwidth usage. Each rendering pass within the bin-based approach processes a subset of the frame, enabling parallelization and better utilization of rendering resources. The system may include a pre-processing stage to classify and distribute geometric data into bins, followed by rendering passes that apply shading, texturing, and other effects to the binned data. This method reduces overdraw, minimizes redundant computations, and improves rendering performance, particularly in scenes with high geometric complexity or dynamic elements. The apparatus may also include hardware acceleration components, such as specialized processors or memory architectures, to further optimize the bin-based rendering process. By structuring the rendering pipeline around spatial bins, the system achieves faster frame generation with lower power consumption, making it suitable for applications in real-time graphics, virtual reality, and high-performance computing.

Claim 25

Original Legal Text

25. The apparatus of claim 13 , wherein the apparatus comprises a wireless communication device.

Plain English Translation

A wireless communication apparatus is designed to enhance signal transmission and reception in environments with interference or signal degradation. The apparatus includes a signal processing module that analyzes incoming wireless signals to identify and mitigate interference, improving signal clarity and reliability. It also features an adaptive antenna system that dynamically adjusts its configuration to optimize signal strength and minimize multipath effects. The apparatus further incorporates a power management module to regulate energy consumption, extending battery life while maintaining performance. Additionally, the apparatus may include a security module to encrypt and decrypt transmitted and received data, ensuring secure communication. The wireless communication device operates across multiple frequency bands and supports various wireless protocols, making it versatile for different applications. The apparatus is particularly useful in scenarios where signal integrity and energy efficiency are critical, such as in IoT devices, mobile networks, and industrial wireless systems. By integrating these features, the apparatus provides robust, efficient, and secure wireless communication in challenging environments.

Claim 26

Original Legal Text

26. A non-transitory computer-readable medium having code stored thereon that, when executed, causes a processing unit to: receive information indicative of a fovea region; and render a frame using bin-based rendering, wherein to render the frame using bin-based rendering, the processing unit is configured to: divide the frame into a plurality bins; identify, based on the information indicative of the fovea region, one or more bins of the plurality of bins as high priority bins; identify, based on the information indicative of the fovea region, one or more bins of the plurality of bins as low priority bins; render the one or more high priority bins before rendering the one or more low priority bins prior to rendering a low priority bin of the one or more low priority bins, determine a rendering time allotment for the frame; determine that the rendering time allotment for the frame will be exceeded based on an amount of time needed to render the one or more high priority bins and the one or more low priority bins; skip rendering of at least one of the one or more low priority bins based on the determination that the rendering time allotment for the frame will be exceeded; and display one or more previously rendered bins from a previously rendered frame in place of the skipped at least one of the one or more low priority bin.

Plain English Translation

This invention relates to a method for optimizing frame rendering in computer graphics, particularly for applications where rendering time is constrained, such as virtual reality (VR) or augmented reality (AR) systems. The problem addressed is the need to efficiently render frames while prioritizing regions of high visual importance, such as the fovea region where the user's gaze is focused, to maintain high-quality visuals in critical areas while reducing computational load in peripheral regions. The system receives information indicating the location of the fovea region and divides the frame into multiple bins. Based on the fovea region data, certain bins are designated as high priority (closer to the fovea) and others as low priority (further from the fovea). The high-priority bins are rendered first, followed by the low-priority bins. If the total rendering time exceeds the allocated time for the frame, the system skips rendering some low-priority bins and instead displays previously rendered bins from a prior frame in their place. This approach ensures that the most visually important regions are rendered with high fidelity while minimizing latency and computational overhead. The method dynamically adjusts rendering based on real-time constraints, improving efficiency without sacrificing perceived visual quality.

Claim 27

Original Legal Text

27. A method comprising: receiving, by a processing unit, information indicative of a fovea region; dividing, by the processing unit, a frame into a plurality of bins; identifying, by the processing unit based on the information indicative of the fovea region, one or more high priority bins and one or more low priority bins of the plurality of bins; determining a rendering order based on the identifications of each bin of the plurality of bins; rendering, by the processing unit, graphical content for the frame using the plurality of bins and the rendering order prior to rendering a low priority bin of the one or more low priority bins, determining a rendering time allotment for the frame; and determining that the rendering time allotment for the frame will be exceeded based on an amount of time used to render the one or more high priority bins and the one or more low priority bins, wherein determining the rendering time allotment for the frame further comprises comparing a time allotment for each of the one or more low priority bins with a trigger timestamp, such that a determination that the time allotment for one of the one or more low priority bins exceeds the trigger timestamp results in an immediately following low priority bin to be rendered at the first quality.

Plain English Translation

This invention relates to adaptive rendering techniques for graphical content, particularly in systems where rendering time constraints must be managed. The problem addressed is the efficient allocation of rendering resources to prioritize visually critical regions of a frame while ensuring that overall rendering deadlines are met. The method involves receiving information about a fovea region, which represents the area of focus in a frame, and dividing the frame into multiple bins. These bins are classified as high priority or low priority based on their proximity to the fovea region. A rendering order is then determined, prioritizing high-priority bins. During rendering, if the time allotment for the frame is exceeded, the system compares the remaining time for low-priority bins against a trigger timestamp. If a low-priority bin's time allotment exceeds this threshold, subsequent low-priority bins are rendered at a reduced quality to ensure timely completion. This approach optimizes rendering performance by dynamically adjusting quality based on remaining time, ensuring that critical regions are fully rendered while lower-priority areas may be rendered at reduced quality if necessary. The method is particularly useful in applications like virtual reality or augmented reality, where rendering efficiency and visual fidelity are critical.

Claim 28

Original Legal Text

28. The method of claim 27 , wherein identifying the one or more high priority bins and the one or more low priority bins comprises: identifying which bins of the plurality of bins overlap with the fovea region, wherein the bins that overlap with the fovea region are identified as high priority bins, and identifying which bins of the plurality of bins do not overlap with the fovea region, wherein the bins that do not overlap with the fovea region are identified as low priority bins.

Plain English Translation

This invention relates to image processing, specifically prioritizing regions of an image for processing based on human visual attention. The problem addressed is efficiently allocating computational resources by focusing on areas of an image that are most perceptually relevant to a viewer. The method involves dividing an image into multiple bins and classifying them as high or low priority based on their overlap with the fovea region, which is the central area of the human visual field where visual acuity is highest. Bins that overlap with the fovea region are designated as high priority, while those outside this region are marked as low priority. This prioritization allows for optimized processing, such as higher resolution or more detailed analysis in high-priority regions, while reducing computational effort in low-priority areas. The approach leverages the natural limitations of human vision to improve efficiency in applications like image compression, rendering, or real-time video processing. By dynamically adjusting processing based on visual relevance, the method enhances performance without sacrificing perceptual quality.

Claim 29

Original Legal Text

29. The method of claim 27 , further comprising: generating, by the processing unit, respective visibility information for each of the one or more high priority bins before generating respective visibility information for any of the one or more low priority bins; and generating, by the processing unit, the respective visibility information for each of the one or more low priority bins after generating the respective visibility information for each of the one or more high priority bins; wherein the rendering order comprises rendering graphical content for the one or more high priority bins before rendering graphical content for any of the one or more low priority bins.

Plain English Translation

This invention relates to a method for optimizing rendering performance in a graphics processing system by prioritizing visibility information generation and rendering order based on bin priority levels. The method addresses the problem of inefficient rendering in systems where all graphical content is processed uniformly, leading to unnecessary computations for occluded or low-priority elements. The solution involves categorizing graphical content into high and low priority bins, where high priority bins are processed first. A processing unit generates visibility information for high priority bins before any low priority bins, ensuring that rendering resources are allocated to the most critical content first. The rendering order is then determined such that graphical content from high priority bins is rendered before any content from low priority bins. This prioritization reduces computational overhead by avoiding unnecessary visibility calculations and rendering for occluded or less important elements, improving overall rendering efficiency. The method is particularly useful in real-time graphics applications where performance and resource management are critical.

Claim 30

Original Legal Text

30. The method of claim 29 , further comprising: determining, by the processing unit, a rendering time for each of the one or more low priority bins; determining, by the processing unit, whether the rendering time allotment for the frame will be exceeded based on an amount of a rendering time remaining for the one or more low priority bins; and rendering, by the processing unit based on the determination whether the rendering time allotment for the frame will be exceeded, graphical content for at least one of the one or more low priority bins at a first quality instead of a second quality, wherein the first quality is lower than the second quality.

Plain English Translation

This invention relates to real-time rendering of graphical content in computing systems, particularly for optimizing performance when rendering time constraints are at risk of being exceeded. The method involves managing rendering tasks by categorizing them into priority bins, including low priority bins, and dynamically adjusting rendering quality to ensure timely frame completion. When the remaining rendering time for low priority bins threatens to exceed the allocated frame time, the system reduces the rendering quality of at least one low priority bin from a higher second quality to a lower first quality. This adaptive approach prevents frame delays or stuttering by prioritizing timely output over visual fidelity for less critical content. The method ensures smooth rendering performance by dynamically assessing time constraints and applying quality adjustments only when necessary, maintaining overall system efficiency. This technique is particularly useful in applications like video games, virtual reality, or real-time graphics processing where consistent frame rates are critical.

Patent Metadata

Filing Date

Unknown

Publication Date

May 12, 2020

Inventors

Samuel Benjamin HOLMES
Tate HORNBECK
Robert VANREENEN

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IN-FLIGHT ADAPTIVE FOVEATED RENDERING